[D3D12] 3D/stacked texture layer addressing
This commit is contained in:
parent
f9e037f84b
commit
4731ae026b
|
@ -1443,7 +1443,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
|||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, coord_mask, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
|
||||
|
@ -1503,16 +1503,24 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
|||
++stat_.instruction_count;
|
||||
++stat_.int_instruction_count;
|
||||
|
||||
uint32_t size_3d_temp = PushSystemTemp();
|
||||
// Check if need to replace the size with 3D texture size.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
|
||||
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
|
||||
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.dynamic_flow_control_count;
|
||||
|
||||
// Get 3D texture size to a temporary variable (in the same constant,
|
||||
// but 11:11:10).
|
||||
// Extract 3D texture size (in the same constant, but 11:11:10).
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
|
||||
shader_code_.push_back(size_3d_temp);
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
|
||||
shader_code_.push_back(11);
|
||||
|
@ -1534,34 +1542,18 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
|||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
|
||||
// Replace the 2D size with the 3D one if the texture is 3D.
|
||||
// Done replacing.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
shader_code_.push_back(size_3d_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
|
||||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
|
||||
// Release size_3d_temp.
|
||||
PopSystemTemp();
|
||||
}
|
||||
|
||||
// Convert the size to float.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UTOF) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, coord_mask, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
|
@ -1573,7 +1565,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
|||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, coord_mask, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
|
@ -1645,101 +1637,18 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
|||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
}
|
||||
|
||||
if (instr.dimension == TextureDimension::k3D) {
|
||||
// Ignore Z if it's the texture is stacked - it's the array layer, so
|
||||
// there's no filtering across Z. Keep it only for 3D textures. This
|
||||
// assumes that the 3D/stacked flag is 0xFFFFFFFF or 0.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
}
|
||||
} else {
|
||||
// Texture fetch - need to get normalized coordinates (with unnormalized
|
||||
// Z for stacked textures).
|
||||
|
||||
if (instr.dimension == TextureDimension::k3D) {
|
||||
// Both 3D textures and 2D arrays have their Z coordinate normalized,
|
||||
// however, on PC, array elements have unnormalized indices.
|
||||
// https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360
|
||||
// Put the array layer in W - Z * depth if the fetch uses normalized
|
||||
// coordinates, and Z if it uses unnormalized.
|
||||
if (instr.attributes.unnormalized_coordinates) {
|
||||
++stat_.instruction_count;
|
||||
if (offset_z != 0.0f) {
|
||||
++stat_.float_instruction_count;
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
} else {
|
||||
++stat_.mov_instruction_count;
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
}
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
if (offset_z != 0.0f) {
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(
|
||||
*reinterpret_cast<const uint32_t*>(&offset_x));
|
||||
}
|
||||
} else {
|
||||
if (offset_z != 0.0f) {
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
} else {
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
}
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
if (offset_z != 0.0f) {
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(
|
||||
*reinterpret_cast<const uint32_t*>(&offset_x));
|
||||
}
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
}
|
||||
}
|
||||
|
||||
if (has_offset || instr.attributes.unnormalized_coordinates) {
|
||||
// Take the reciprocal of the size to normalize the coordinates and
|
||||
// the offset (this is not necessary to just sample 3D/array with
|
||||
// normalized coordinates and no offset). For cubemaps, there will be
|
||||
// 1 in Z, so this will work.
|
||||
// Take the reciprocal of the size to normalize the UV coordinates and
|
||||
// the offset.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_RCP) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, coord_mask, 1));
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, coord_mask & 0b0011, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
|
@ -1753,7 +1662,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
|||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, coord_mask, 1));
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, coord_mask & 0b0011, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
|
@ -1771,7 +1680,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
|||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, coord_mask, 1));
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, coord_mask & 0b0011, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
|
||||
|
@ -1779,8 +1688,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
|||
*reinterpret_cast<const uint32_t*>(&offset_x));
|
||||
shader_code_.push_back(
|
||||
*reinterpret_cast<const uint32_t*>(&offset_y));
|
||||
shader_code_.push_back(
|
||||
*reinterpret_cast<const uint32_t*>(&offset_z));
|
||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
|
@ -1792,6 +1700,162 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
|||
++stat_.float_instruction_count;
|
||||
}
|
||||
}
|
||||
|
||||
if (instr.dimension == TextureDimension::k3D) {
|
||||
// Both 3D textures and 2D arrays have their Z coordinate normalized,
|
||||
// however, on PC, array elements have unnormalized indices.
|
||||
// https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360
|
||||
// The offset must be handled not only for 3D textures, but for the
|
||||
// array layer too - used in Halo 3.
|
||||
|
||||
// Check if stacked.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
|
||||
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
|
||||
D3D10_SB_INSTRUCTION_TEST_ZERO) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.dynamic_flow_control_count;
|
||||
|
||||
if (instr.attributes.unnormalized_coordinates) {
|
||||
if (offset_z != 0.f) {
|
||||
// Add the offset to the array layer.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(
|
||||
*reinterpret_cast<const uint32_t*>(&offset_z));
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
}
|
||||
} else {
|
||||
// Unnormalize the array layer and apply the offset.
|
||||
if (offset_z != 0.0f) {
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
} else {
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
}
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
if (offset_z != 0.0f) {
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(
|
||||
*reinterpret_cast<const uint32_t*>(&offset_z));
|
||||
}
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
}
|
||||
|
||||
// Truncate the array layer index. Halo 3 uses integer.5 coordinates,
|
||||
// with Direct3D 10+ round-to-nearest-even rule + epsilon wrong layers
|
||||
// are fetched.
|
||||
// TODO(Triang3l): Investigate the correct rounding.
|
||||
// TODO(Triang3l): Support vol_mag_filter and vol_min_filter for 2D
|
||||
// arrays and maybe even 3D textures (color gradint LUT in Burnout
|
||||
// Revenge).
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_Z) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
|
||||
if (instr.attributes.unnormalized_coordinates || offset_z != 0.0f) {
|
||||
// Handle 3D texture coordinates - may need to normalize and/or add
|
||||
// the offset. Check if 3D.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
|
||||
++stat_.instruction_count;
|
||||
|
||||
// Need 1/depth for both normalization and offset.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_RCP) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
|
||||
if (instr.attributes.unnormalized_coordinates) {
|
||||
// Normalize the W coordinate.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
}
|
||||
|
||||
if (offset_z != 0.0f) {
|
||||
// Add normalized offset.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(EncodeVectorMaskedOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(
|
||||
*reinterpret_cast<const uint32_t*>(&offset_z));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(size_and_is_3d_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(coord_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
}
|
||||
}
|
||||
|
||||
// Close the 3D or stacked check.
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
|
||||
++stat_.instruction_count;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue